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// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
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// Non Editor code | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public abstract class TrafficLightAttribute : PropertyAttribute | |
{ | |
public bool DrawLabel = true; | |
public string CustomLabel; | |
public bool AlsoDrawDefault; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using System.IO; | |
using System.Reflection; | |
[InitializeOnLoad] | |
public static class ShowFileExtensions | |
{ |
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/* | |
MIT License | |
Copyright (c) 2016 Jesse Ringrose | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEditorInternal; | |
#endif |
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/* | |
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
then reuse this Material on all appropriate Sprite Renderers. | |
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
Use this however you want. |
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ScriptableObject Icon | |
_Popup | |
_Help | |
Clipboard | |
SocialNetworks.UDNOpen | |
SocialNetworks.Tweet | |
SocialNetworks.FacebookShare | |
SocialNetworks.LinkedInShare | |
SocialNetworks.UDNLogo | |
animationvisibilitytoggleoff |
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using System; | |
using UnityEditor; | |
[InitializeOnLoad] | |
public class ExecutionOrderManager : Editor | |
{ | |
static ExecutionOrderManager() | |
{ | |
foreach (MonoScript monoScript in MonoImporter.GetAllRuntimeMonoScripts()) | |
{ |
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/* | |
MIT License | |
Copyright (c) 2016 Jesse Ringrose | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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using UnityEngine; | |
public static class VectorExtensions { | |
public static Vector2 xy(this Vector3 v3) | |
{ | |
return new Vector2(v3.x, v3.y); | |
} | |
public static Vector2 xz(this Vector3 v3) | |
{ |
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